Meteor Rain - LD51 by Frabather
Hello and welcome to everyone who joined me in this LDJam 51 event! This is my second attempt at LD, so I hope everyone will enjoy this game more than my "Lost Soul" game.
In this game, we play a character who finds himself in a very unusual situation.... METEOR RAIN ! and what's more, unfortunately, this is not his only worry, because the dead have risen and are trying to get him. Kill monsters, buy things in the store with money from zombies and avoid meteors... and most importantly have fun!
* You can try yourself in this unusual world HERE. *
Key Bindings:
A / D - Move Left / Right
Space - Jump
LMB - Build (if you've found magic coin)
RMB - Shoot (you can click or hold) - direction depends on where you click left/right side of a screen.
B - Open Shop (if shop icon is visible)
Extra note: If you can't see everything on screen try playing in * FULLSCREEN * mode.


Ratings
| Overall | 466th | 2.712⭐ | 28🧑⚖️ |
| Fun | 444th | 2.615⭐ | 28🧑⚖️ |
| Innovation | 465th | 2.442⭐ | 28🧑⚖️ |
| Theme | 381th | 3.192⭐ | 28🧑⚖️ |
| Graphics | 466th | 2.25⭐ | 28🧑⚖️ |
| Audio | 346th | 2.66⭐ | 27🧑⚖️ |
| Humor | 270th | 2.457⭐ | 25🧑⚖️ |
| Mood | 419th | 2.457⭐ | 25🧑⚖️ |
| Given | 76🗳️ | 7🗨️ |
https://drive.google.com/file/d/11d3KVYOLEfsTxdjz6-o3BfyO-uF-ADNZ/view?usp=sharing
Later edit: maybe have the meteors bounce once they hit the ground?
Some thoughts:
- The developer art skills are strong on you :D
- I don't understand what are the blocks for
1. @gonzalol Agreed on programmer art; as a programmer, I am willing to give extra points for it. :3 I wish there were a ‘Programmer art’ category/criterion!
2. Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard).
3. orienting the hero towards the firing direction would help knowing the mouse is placed rightly
4. orienting zombies according to movement would also help
5. A hitting sound (when you get a zombie) would give more sensations, I advise you to add one! :)
6. Jumping upgrade starts at -1 (a negative number): is this normal? Or random maybe (one gave me $2 instead of $1).
7. Opening the shop pauses the game, which is nice; I think having a pause key would be nice, although this is a detail.
8. Weird, some of the zombies I took down did not yield money! Is this normal?
9. The background is really beautiful! This also causes some kind of mismatch between its style and the programmer art, but I am totally fine with it. :)
10. I tried saving some blocks to ward off any nasty unavoidable meteorites, but I got caught by surprise; losing in one hit is somewhat punishing!! :s Maybe too much so, since you have to hold for 10 whole minutes?
11. I think jumping is not so useful: even with the basic bow, you can take out all zombies, and avoiding meteorites is more a matter of horizontal movement and block using. Also, jumping may feel a bit too ‘floaty’. This only comes down to mere parameter tweaking to make the zombies grow more dangerous over time. :)
12. I like the music, by the way! :) Sounds may be a bit low, but once again, mere parameter tweaking.
13. Funny how meteorites also wipe out the zombies. X)
14. Apparently, the shop choices are randomly displayed. This makes you close and then reopen until you get what you are interested in. Also, control suggestion: assign the same key for opening and closing the shop.
15. Ah, right-clicking while in shop triggered the bow sound.
16. Got the pistol! No sound? Ah, yields more money?
17. I realize there is a confusion in the shop: the price should be in *dollars*, not in *coins* (which serve for blocks)
18. I noticed coins may appear near the borders where the zombies pop, which makes them dangerous to pick up; although it looks like zombies are prevented from popping then? If so, nice attention!
19. bug: after picking up a coin far to the right, I could only shoot rightwards!! Then made me lose, while I was saving already more than $40 for the $75 rifle target! <:o
20. I like the attention to detail in both the arrows and meteorites’ trails
21. the optimal strategy seems to only buy coin probability increase (and possibly a bit of speed), as the only real threat is meteorites (see above); except if the pistol give you more money (unsure, looks like not)
22. haha, arrows can deviate meteorites? X)
23. 10 minutes may be too long given the one-shot losing; trying to get the rifle for testing, but keep on losing because of meteorite shower at some point! (I was at more than $60)
24. did not try increasing firing rate because I want to get that rifle…
25. Lost again… <:( Stopping for now, although I am curious about the rifle and ending! If you could tell or show more, please do. :) Writing down this game in my list of games to finish!!
(1/2)
**Takeaway:** concept can totally work, *but* in my opinion, a balancing overhaul (zombie hazards — which would make weapons and jumping more relevant —, meteorite hazards **or** lowering total time **or** having life points **or** making blocks sturdier and/or longer) is what the game would immensely benefit from. I enjoyed the graphics, but am biased towards programmer art. ;) Sounds are nice too, but some more would help feeling the action. Likewise, some more animation/orientation would help the player. I like how the concept focuses on the *regularity* implied by the theme; the mechanics are classic but go well together (action + shop is a nice combination!). I was already feeling some fun, and I am sure balancing would add a lot of variety, especially allowing the player to get the weapons quicker. :)
Thanks for the game! Although you did make my life hard with the one-hit-kills-you + 10-minute survival combo, as I am a quite comprehensive reviewer. XD
(By the way, I found your game as second in the Classic ordering; my understanding is that the default Smart ordering/filter helps you more if you review and reward comments, in case you are interested in more feedback for your game, notwithstanding having already reached the voting quorum.)
PS: just took a look at the source code out of curiosity, and saw this in ShopLogic.cs which I think is funny. ;)
default:
Debug.Log("Expect... the unexpected...");
> It seemed like I couldn’t jump on top of platforms I had built
Funnily enough, I also thought this was their use at the beginning! But then I realized you should rather be *below* them than on *top*, because they are much more of a protection against meteors (think of *Worms Armageddon*!) than against zombies. ;)